;
;   CIVILIZATION GAME DATA -- BIRTH OF AMERICA
;   Copyright (c) 1995 by MicroProse Software
;   Changes made 1999 by Michael J. Daumen
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in X chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Letters of Marque,  4,-2,  Phi, Sea, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Smuggling,          3,-2,  AFl, MT,  2, 4    ; Amp
Astronomy,          4, 1,  nil, nil, 1, 3    ; Ast
Artillery Carriage, 5,-1,  Met, Nav, 0, 3    ; Ato
NO Automobile,      6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, CoL, 1, 1    ; Ban
Hydraulics,         4, 0,  Bro, Iro, 2, 3    ; Bri
Vertical Mill,      6,-1,  Tra, Whe, 2, 3    ; Bro
Christianity,       5, 0,  Uni, nil, 1, 2    ; Cer
Chemistry,          5,-1,  Uni, Iro, 1, 3    ; Che
Chivalry,           1, 0,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  Lit, nil, 3, 4    ; CoL
Navigation Acts,    1, 0,  U1,  nil, 3, 4    ; CA   13 
Stamp Acts,         1, 0,  U1,  nil, 3, 4    ; Cmb  14 
Communism,          5, 0,  no,  no,  3, 4    ; Cmn
Intolerable Acts,   1, 0,  CA,  Cmb, 3, 4    ; Cmp  16 
Conscription,       1, 0,  no,  no,  3, 4    ; Csc
Seige Defense,      4, 0,  Mas, Pot, 2, 0    ; Cst
Corporation,        1, 0,  no,  no,  2, 0    ; Cor
Currency,           4, 1,  Iro, nil, 1, 1    ; Cur
Democracy,          1, 0,  no,  no,  3, 4    ; Dem
Economics,          1, 0,  no,  no,  0, 4    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 3    ; E1 
NO Electronics,     4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  Too, Tac, 3, 0    ; Exp
Firearms,           8, 0,  Gun, Whe, 2, 0    ; Feu
Independence,       1, 0,  Gen, nil, 2, 4    ; Fli 30
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Slave Trade Ended,  1, 0,  Mys, nil, 3, 4    ; FP  32 
Colonial Unrest,    1, 0,  AFl, MT,  3, 4    ; Gen 33
Tea Party,          1, 0,  no,  no,  3, 4    ; Gue  34
Gunpowder,          8,-2,  Che, Bro, 2, 0    ; Gun 35
Domestication,      8,-1,  U1,  nil, 1, 1    ; Hor 36
NO Industrialization,6,0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  nil, nil, 2, 3    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Written Alphabet,   5, 0,  Wri, Cur, 1, 3    ; Lit
Interchangeable Tools,4,0, Mag, Feu, 2, 3    ; Too
Magnetism,          4,-1,  NP,  Ast, 2, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  Alp, nil, 2, 3    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Navigation Acts,    4, 0,  U1,  nil, 1, 1    ; Med 50
Metallurgy,         6,-2,  Gun, Iro, 3, 0    ; Met
Mechanization,      4, 1,  SE,  E1,  2, 3    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Popular Debate,     1, 0,  Med, nil, 1, 4    ; MT   55
Religious Toleration,1,0,  U1,  nil, 1, 2    ; Mys  56
Navigation,         6,-1,  NP,  Ast, 2, 4    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nautical Tools,     3, 0,  Sea, Iro, 2, 4    ; NP 
Legal Philosophy,   6, 1,  CoL, Lit, 3, 4    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 3    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
NO Railroad,        6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Indian Land Use,    3, 1,  U1,  nil, 1, 4    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Rifled Barrels,     5,-2,  Tac, ToG, 3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          1, 0,  U1,  nil, 2, 4    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  Bri, Too, 2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  Feu, Met, 3, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Trace Italienne,    4, 0,  Cst, Ato, 3, 0    ; ToG
Trade,              4, 2,  Cur, Mat, 1, 1    ; Tra
Scholarship,        5, 1,  Lit, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          8,-1,  U1,  Hor, 2, 3    ; Whe 87
Writing,            4, 2,  Alp, U1,  0, 3    ; Wri
Future Technology,  1, 0,  Rob, Min, 3, 3    ; FT 
Unreachable Tech,   1, 0,  no,  no,  0, 0    ; U1 
Pedia Tech,         1, 0,  U1,  nil, 0, 0    ; U2 
Mound Building,     1, 0,  no,  no,  1, 4    ; U3 NOT Euro
European Ancestry,  1, 0,  no,  no,  3, 4    ; X1 NOT Indian
NOT Colonial,       1, 0,  no,  no,  0, 0    ; X2 
NOT English,        1, 0,  no,  no,  0, 0    ; X3 
NOT French,         1, 0,  no,  no,  0, 0    ; X4 
NOT Spanish,        1, 0,  no,  no,  0, 0    ; X5 
NOT Old World,      1, 0,  no,  no,  0, 0    ; X6
We Dont Use Sloops, 1, 0,  no,  no,  0, 0    ; X7 NOT Brit/Amer

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capitol,                  10, 1,    U2, 
Magazine,                  6, 1,    Feu,
Granary,                   6, 1,    Hor,
Church,                    6, 1,    Cer,
Market Square,             6, 1,    Cur,
University,                8, 1,    Uni,
Town Hall,                 8, 0,    Phi,
Stockade,                  8, 0,    Cst,
Sewer System,              8, 1,    Bri,
Bank,                      8, 1,    Ban,
Press,                     8, 1,    MT, 
XX,                       16, 3,    no, 
Mass Transit,             16, 4,    no, 
Colosseum,                10, 4,    no, 
Mill,                      8, 2,    Bro,
Mining,                   12, 3,    SE, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Whaling Port,             16, 2,    U2, 
Distillery,               24, 4,    U2, 
Plantations,              16, 1,    U2, 
Indian Colonies,          16, 0,    U2, 
No Sewer System,          12, 2,    no, 
Husbandry,                 8, 3,    U2, 
Treaty of Tordesillas,    20, 0,    U2, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Seawalls,                  8, 1,    Ato,
Furrier,                  32, 4,    U2, 
Harbor,                    6, 1,    nil,
Customs House,            16, 1,    U2, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Citadel,                  20, 0,    U2, 
El Escorial,              20, 0,    U2, 
Tower of Belem,           20, 0,    U2, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Junipero Serra's Missions,30, 0,    U2, 
Tenska-tawa's Vision,     30, 0,    U2, 
Monk's Mound,             30, 0,    U2, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Wren's Cathedral,         40, 0,    U2, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theater,    30, 0,    no, 
Isle of Manhattan,        40, 0,    no, 
Confederacy,              40, 0,    U2, 
Isaac Newton's College,   40, 0,    no, 
Hudson's Bay Company,     40, 0,    U2, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Versailles Palace,        30, 0,    U2, 
Commonwealth Hall,        30, 0,    U2, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Citadel
nil,        ; El Escorial
nil,        ; Tower of Belem
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Junipero Serra's Missions
nil,        ; Tenska-tawa's Vision
nil,        ; Monk's Mound
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Wren's Cathedral
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theater
nil,        ; Isle of Manhattan
nil,        ; Confederacy
nil,        ; Isaac Newton's College
nil,        ; Hudson's Bay Company
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Versailles Palace
nil,        ; Commonwealth Hall
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Squaws,       X1,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000010
Pioneers,     U3,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Whe, 000000000000010
Militia,      X2,  0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, nil, 000000000000000
Soldero,      X5,  0,  1.,0,  3a,3d,  1h,1f,  3,0,  0, Feu, 000000000000000
Regulars,     X4,  0,  1.,0,  3a,4d,  1h,1f,  3,0,  0, Feu, 000000000000000
Long Rifles,  X2,  0,  1.,0,  4a,2d,  1h,1f,  3,0,  0, Feu, 000000000000000
Pikemen,      X6,  0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, nil, 000010000000000
Musketeers,   nil, 0,  0.,0,  0a,1d,  3h,1f,  3,0,  1, no,  000000000000010
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Minutemen,    nil, 0,  1.,0,  4a,4d,  1h,1f,  5,0,  1, U2,  000001000000010
Scalphunters, X1,  0,  1.,0,  6a,0d,  1h,1f,  5,0,  0, nil, 001001000000000
Redcoats,     X3,  0,  1.,0,  4a,4d,  1h,1f,  3,0,  1, Feu, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
Lancers,      X6,  0,  2.,0,  2a,4d,  1h,1f,  4,0,  1, Hor, 000000000000000
Mtd. Braves,  X1,  0,  2.,0,  5a,3d,  1h,1f,  4,0,  0, Hor, 000001000000010
Cavalry,      X6,  0,  2.,0,  5a,3d,  1h,1f,  4,0,  0, Hor, 000000000000000
Horsemen,     X2,  0,  2.,0,  4a,3d,  1h,1f,  4,0,  0, Hor, 000000000000000
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Niagara Falls,nil, 1,  0.,2,  0a,12d, 1h,1f,  4,0,  0, U2,  000000000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Kavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
Naval Gun,    U3,  1,  1.,1,  5a,1d,  1h,1f,  6,0,  0, Ato, 000000000000000
Smoothbore,   Too, 0,  1.,0, 10a,1d,  1h,2f,  5,0,  0, Met, 000000001000000
Field Piece,  Rob, 0,  1.,0,  9a,2d,  1h,2f,  6,0,  0, Tac, 000000000000010
Artillery,    nil, 0,  2.,0, 10a,2d,  1h,2f,  7,0,  0, Rob, 000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 40.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Canoe,        X1,  2,  3.,0,  0a,2d,  1h,1f,  3,1,  4, nil, 000000000100000
Ketch,        U3,  2,  4.,0,  0a,2d,  1h,2f,  6,3,  4, nil, 000000000100000
Brig,         U3,  2,  5.,0,  0a,2d,  1h,2f,  6,2,  4, nil, 000000000100000
Galleon,      X5,  2,  6.,0,  2a,4d,  2h,2f,  6,4,  2, nil, 000000000000000
Pinnace,      U3,  2,  6.,0,  3a,3d,  1h,2f,  8,1,  2, nil, 100000000000000
Sloop,        X7,  2,  8.,0,  4a,3d,  1h,2f,  8,0,  2, nil, 100000000001000
Frigate,      U3,  2,  7.,0,  5a,4d,  2h,2f, 10,0,  2, NP,  000000000000000
Schooner,     U3,  2,  6.,0,  3a,3d,  2h,2f, 12,2,  2, Sea, 000000000000000
Man-O-War,    U3,  2,  6.,0,  6a,5d,  3h,2f, 15,0,  2, Nav, 000000000000000
Blackbeard,   nil, 2,  3.,0, 10a,5d,  3h,2f,  6,0,  2, U2,  000000000000000
J.P. Jones,   nil, 2,  5.,0,  5a,5d,  2h,2f,  6,0,  2, U2,  000000010000001
Privateer,    U3,  2,  8.,0,  5a,3d,  3h,1f,  7,1,  2, AFl, 100000000001001
Congreve Rckt,nil, 1, 12.,1, 10a,0d,  1h,1f,  5,0,  0, Exp, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Fortress,     Esp, 0,  0.,0,  0a,5d,  2h,1f,  3,0,  6, U2,  000000000000010
Daniel Boone, nil, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, U2,  000001000000011
Smuggler,     X2,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Amp, 000000000000010
Trader,       U3,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000000
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Hessians,     nil, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  1, U2,  000000000000000
Braves,       X1,  0,  1.,0,  4a,3d,  1h,1f,  5,1,  1, nil, 000001000000010
Raiding Party,X1,  0,  2.,0,  8a,0d,  1h,2f,  6,0,  0, Hor, 001001001000010
Armed Braves, X1,  0,  1.,0,  5a,4d,  1h,2f,  4,0,  0, Gun, 000001000000010
Bowmen,       X1,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  1, nil, 000001000000010
Volunteers,   nil, 0,  1.,0,  5a,3d,  1h,1f,  3,0,  0, U2,  000001000000010
G. Washington,nil, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  0, U2,  000000000000000
Continentals, X2,  0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, Fli, 000000000000000
Bastion,      U3,  0,  0.,0,  1a,10d, 3h,1f,  4,0,  1, ToG, 000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Tropical,   1,2,  2,0,1,   yes, 1,10, 5,   no,  0, 5,  3,  Grs,   ; Drt
Piedmont,   1,2,  2,1,0,   yes, 1,10, 1,   no,  0,15,  0,  Grs,   ; Pln
Open,       1,2,  2,1,0,   yes, 2, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  0,1,0,   no,  0, 5, 5,   no,  0, 5,  0,  Pln,   ; For
Hills,      2,4,  1,0,0,   yes, 1,15, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 2,15,  6,  no,    ; Mou
Northern,   1,2,  1,0,0,   yes, 1,15, 1,   no,  0, 0,  0,  Grs,   ; Tun
Wooded Hills,3,5, 1,1,0,   no,  0, 0, 0,   yes, 1,15,  2,  Hil,   ; Gla
Swamp,      2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  For,   ; Swa
Jungle,     2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  Drt,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Sugar Cane, 1,2,  2,0,3,
Tobacco,    1,2,  2,1,3,
Grassland,  1,2,  2,1,0,
Fowl,       2,3,  4,1,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
WH Furs,    3,5,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Sandbar,    1,1,  0,0,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Forest Fur, 2,3,  1,1,4,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,3,5,  0,4,0,
Alligator,  2,3,  1,2,2,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
XX,             King,        Queen
Kingdom,        King,        Queen
Tribe,          Chief,       Squaw
Colonies,       Governor,    Mdme. Governor
Nation,         Chief,       Squaw

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     5, Chief, Chief,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Pelts,
Rice,
Manufacures,
Textiles,
Spirits,
Copper,
Indigo,
Wine,
Silk,
Silver,
Cigars,
Hemp,
Tea,
Coal,
Gold,
Ordnance,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Slave
Brave
Indentured Servant
Freeman
Noble
Governor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













